Surprise, surprise. PLD is fine and has a solid foundation of hate mechanics and you have people feeling "bored" and can't be thankful we don't have the mess WAR players have in their hands. Leave it alone.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Thank goodness simplicity has nothing to do with effectiveness. Leave your WAR BS at the door, this isn't the thread for you to continue your crying in, you have many threads to do so in already.
Back on topic...
I'm up to turn 2 coil and the only fight so far where I'm at risk of taking hate playing WHM, or losing hate playing PLD is during Titan where it routinely happens once per fight around the second jump. Like I said earlier, this is just from the delayed use of Shroud of Saints. After that point, with continued off-cooldown use of the skill, your hate margin is actually really big. Even if other encounters I have yet to experience wont allow you to let up on Halone at all, which I doubt will ever happen, that is exactly the point of the change I proposed. Can't gain a large enough threat margin to pull off a riot blade combo? Then you're SOL. Heck, it might even open up our stat allocation choices a little more.As others have mentioned, PLD doesn't get that big of a hate margin as some people like to think. My static started working on Titan last night, and our WHM kept pulling hate off me at least once a fight. Wasn't missing Halone combo GCDs, popped CDs appropriately, etc. but the WHM still was pulling that much threat. Add a non-Halone combo requirement into the mix and I wouldn't even bother trying to tank this fight.
Take Caduceus for example, a fight where your WHM is effectively pre-casting Cure II the entire fight, non-stop. Did you know that when the boss splits at around 70% you already have a large enough threat margin to stop acting on it for almost 2 minutes?
A second combo at the expense of one of of our buffs would be a welcome change for me - I'd like something else to do except 1 2 3 1 2 3 1 2 3.
Last edited by Jahaudant; 09-21-2013 at 10:09 PM.
The OP and majority of the first page tries to paint WAR as better design because it has "more buttons to push" and whatnot. What they're asking for is stuff added for the sake of having stuff added rather than because the job needs it. PLD is fine as is with the only change it really needs (at the most) being taking Shield Swipe off the GCD so that it can be rotated with Spirits Within and Circle of Scorn.
I'm not about to agree to the potential ruination of another class I happen to like just because some people feel they aren't pushing enough buttons. I've already seen where that line of thinking leads.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
The only thing I would like to see changed on Paladin, and this has been mentioned by many people before. Increase the range of Flash by a few feet. Doesn't need be huge. But it seems really small to me at least. Even unfit was just made an improved ability as get later would be nice.
Tanking in MMO's for over 10 years.
"For by fire, I am reborn!"
My reaction was more to the first page, as mentioned in my above post (not to mention I take issue with the OP's premise).
If you tell me "PLD is in a good spot", I'll wholeheartedly agree with you because it is. It has a very solid design that gets the job done and feels like a tank with good mechanics (certainly head and shoulders above 1.0's PLD).
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Player
I think its pretty active, I haven't tried warrior yet mainly because that was forced into being a dps class in 11.
If you are actively looking to get in shield swipes. Rotate in your off GC abilities. Cycle your buffs correctly. (Depending on the fight you either pre buff for damage or wait till after damage to give your healers a chance to catch you back up) Avoiding all the red aoe damage. Using your stuns when possible. Keeps me plenty busy.
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